Since 2001, Reviews from R’lyeh have contributed to a series of Christmas lists at Ogrecave.com—and at RPGaction.com before that, suggesting not necessarily the best board and roleplaying games of the preceding year, but the titles from the last twelve months that you might like to receive and give. Continuing the break with tradition—in that the following is just the one list and in that for reasons beyond its control, OgreCave.com is not running its own lists—Reviews from R’lyeh would once again like present its own list. Further, as is also traditional, Reviews from R’lyeh has not devolved into the need to cast about ‘Baleful Blandishments’ to all concerned or otherwise based upon the arbitrary organisation of days. So as Reviews from R’lyeh presents its annual (Post-)Christmas Dozen, I can only hope that the following list includes one of your favourites, or even better still, includes a game that you did not have and someone was happy to hide in gaudy paper and place under that dead tree for you. If not, then this is a list of what would have been good under that tree and what you should purchase yourself to read and play in the months to come.
Saturday, 1 January 2022
Reviews from R'lyeh Post-Christmas Dozen 2021
Sunday, 21 March 2021
A Holiday Horror Quartet
The Eldritch New England Holiday Collection from Golden Goblin Press, best known for titles such as An Inner Darkness: Fighting for Justice Against Eldritch Horrors and Our Own Inhumanity, The 7th Edition Guide to Cthulhu Invictus: Cosmic Horror Roleplaying in Ancient Rome, and Tales of the Crescent City: Adventures in Jazz Era New Orleans. Published following a successful Kickstarter campaign, it is a campaign for Call of Cthulhu, Seventh Edition, which is set in New England in 1925 and 1926 and which requires the players to take the roles of six eleven-, twelve-, and thirteen-year-old children. They each live and have relatives in the towns of Arkham, Dunwich, Innsmouth, and Kingsport, and during the course of the year will spend Halloween in Dunwich, Christmas in Kingsport, Easter in Arkham, and Independence day in Innsmouth. The campaign consists of ‘Halloween in Dunwich’, ‘Christmas in Kingsport’, ‘Easter in Arkham’, and ‘Innsmouth Independence Day’. Of the four lengthy scenarios, the first two are not new. ‘Halloween in Dunwich’ originally appeared in the Miskatonic University Library Association monograph, Halloween Horror, one of the winners of Chaosium, Inc.’s 2005 Halloween Adventure contest, whilst its sequel, ‘Christmas in Kingsport’ appeared in the 2006 eponymous Miskatonic University Library Association monograph, Christmas in Kingsport, following Chaosium, Inc.’s Holiday Season Adventure Contest. For the Keeper who has access to them, the following supplements will be useful in adding colour and detail to each of the four scenarios in The Eldritch New England Holiday Collection. These are Return to Dunwich, Kingsport: The City In The Mists, Arkham Unveiled, and Escape from Innsmouth, as well as Miskatonic University, but whilst they can be a source of colour and detail, none of them are necessary to run the scenarios in the campaign.
Interest in combining horror and playing children in roleplaying games has picked up in the last decade, with television series like Stranger Things and roleplaying games like Kids on Bikes and Tales from the Loop – Roleplaying in the '80s That Never Was. For Call of Cthulhu, Seventh Edition, scenarios like The Dare and The Haunted Clubhouse have explored the more modern periods, but The Eldritch New England Holiday Collection predates them all—not only in the genesis of the four scenarios in the anthology, but also in the period they are set. Further, as much as the players are called upon to roleplay children in the campaign, they will be confronted with elements of the Cthulhu Mythos and cosmic horror as well as horrific elements of the mundane world, including racism, prejudice, child abuse, bullying, and worse. Whilst none of these elements are specifically aimed at the Investigators the players will be roleplaying, they are present in several of the scenarios and they are likely to witness them. Consequently, many of the scenarios do carry warnings and both they and the pre-generated Investigators are designed to be played by mature players.
The six pre-generated Investigators consist of Donald Sutton, Gertrude ‘Gerdie’ Constance Pope, Gordon Brewster, Edward Derby, George Weedon, and Alice Sanders. Donald Sutton, the son of Kingsport artists and gallery owners, is a sensitive artist who is also friends with a ghost; Gertrude ‘Gerdie’ Constance Pope is from Dunwich and has strange white hair and ice blue eyes and has the gift of knowing things she should not, but does not know who her parents are; Gordon Brewster is also from Dunwich, a sturdy and hardworking farm boy who knows that the local hills are home to strange things; the studious and intelligent Edward Derby lives just off campus from Miskatonic University in Arkham, and has managed to read the strange books his father left him; George Weedon, also from Arkham, is athletic and principled; and the oldest cousin, Alice Sanders is a resident of Innsmouth, sturdy and stocky, but with keen mind and a slightly devious streak. All six are given full Investigator sheets and more—the more of which comes at the end of the book.
The campaign opens with ‘Halloween in Dunwich’. As members of the extended Morgan family, the cousins and their parents or guardians are invited to spend Halloween at the farm of the family patriarch, Great-Grandpa Silas. As the adults gather and catch up with the family gossip and rumours—some of which the Investigators have an opportunity to overhear and presages plots and events to come in the rest of the campaign’s scenarios—Great-Grandpa Silas takes the children away for a day of activities, games, and competitions. These include apple picking, pumpkin harvesting and carving, singalongs, and more, ending with a family feast and ghost tales round the fire. These activities serve functions in and out of the game. They get the Investigators to interact with each other and with their family, to begin forging relationships with each other in play rather than simply as written. They also serve to get the players rolling dice and have their Investigators be active and gain Experience Checks so that they are more skilled as the campaign progresses, and they also show how children’s lives can be fun, especially in a period where the fun was not so technologically sophisticated to what it is today. This is a device which the author pulls again and again as the campaign progresses, but each time the setting is different, the family dynamics are different, and the activities are different.
The activities also establish a very nicely balanced contrast between the mundane and the Mythos, again a device which will be used in all four scenarios. Of course, when it comes, the Mythos is no less horrifying than you would expect. One of the old family ghost stories told round the fire proves to have more than a ring of truth to it as a vengeful spirit returns from the family’s past to enact a ghastly plan. The adolescent Investigators are the only ones capable of defending their family against the predations of this spirit, and must fight through a swarm of Halloween-themed threats to confront the evil spirit and put an end to its dread ambitions.
If the Investigators looked forward to spending time with Great-Grandpa Silas in Dunwich, they are resigned to spending ‘Christmas in Kingsport’ at the home of their joyless Great Aunt Nora. She expects children to be ‘seen and not heard’, so there is little likelihood of any laughter or fun. Fortunately, Aunt Nora’s ward, the Investigators’ beloved older cousin Melba, a carefree flapper and black sheep of the family, comes to their rescue. She sneaks them out of the house and takes them on a guided tour of Kingsport—sledding, visiting friends, feeding cats, snowball fights, and more. There is something delightfully picaresque about this day out and despite her reputation as the black sheep of the family, Melba is a very positive character who likely reminds both the players and the Keeper of someone in their own family and childhood. Unfortunately, the joie de vivre of the cousins’ grand day out comes to a crashing halt when they are discovered and then the opprobrium heaped upon them and their cousin, Melba, is upstaged by the arrival of their uncle, who has returned from Europe with his new wife. Who is German, no less! Which all threatens to sour Christmas even more.
However, ‘Christmas in Kingsport’ takes a stranger and more wondrous turn when cousin Melba leads the Investigators Beyond the Walls of Sleep and into the Dreamlands. This strange realm of sleep and dreams has always been portrayed as strange and weird, but ‘Christmas in Kingsport’ focuses on the magic and the joy of exploring a mythical, almost Narnia-like, realm. Having made their day in the mundane world, Melba makes the Investigators’ sleep a magical holiday adventure, but it suddenly takes a scary turn when a party in their honour is literally crashed by Christmas demons! Captured, they must find out by whom and why, using clues they have learned in both the waking and the dreaming world—the Investigators will definitely need to listen, and hopefully solve the mystery before they wake up on Christmas morning. Ultimately, there is a great deal at stake in ‘Christmas in Kingsport’, but it is a wonderfully entertaining and thoroughly enjoyable scenario.
The third scenario, ‘Easter in Arkham’, is darker in tone and pulls the Investigators deeper into the Mythos and the secrets of Arkham. Staying at the homes of both Edward Derby and George Weedon, the Investigators have a lot of freedom to visit some of their favourite places in the town and get up to a lot. These include going to the cinema to see films such as The Thief of Bagdad or The Gold Rush, getting ice cream, visiting the penny arcade, bicycling, and more. Chief amongst these though, is attending and even participating in the Miskatonic University Easter Parade, there being opportunities for the Investigators to bake goods, paint Easter eggs, and make Easter bonnets, as well as enter their associated competitions. The pleasure of these activities is first interrupted by strange rumours of missing pets, evil lunch ladies, swarms of killer rats, and worse, and then fraught encounters with one of Edward Derby and George Weedon’s classmates playing truant and a horrid attack by one of the animals in the petting zoo at the Easter Parade. Investigation will reveal that recently departed pets have been returning to their owners, but changed, tainted, and unstable, which for Call of Cthulhu veterans can only point to one cause—and they would be right! However, the Investigators do not know that and getting to that cause will entail dealing with terribly afflicted animals, making friends with a gang of would-be members of the feared O’Bannion mob each of their own age, and negotiating with a figure out of witch-haunted Arkham’s past in a very nicely judged and staged encounter.
The fourth and last scenario in The Eldritch New England Holiday Collection is ‘Innsmouth Independence Day’. Almost like the film Jaws, the Investigators get to spend and celebrate the Fourth of July on the New England coast, but this takes place on Haven Cove, an island opposite the harbour of Innsmouth, the most shunned and reviled towns in New England. This is a chance for the Innsmouth side of the Morgan family to meet the rest of the family, and vice versa, and do so on neutral ground, just sufficiently far away from the mildewed and mouldering seaport and its strangely inbred and evolving inhabitants, to gain the grudging acceptance of the High Council of the Esoteric Order of Dagon. However, one of the Investigators, Alice Sanders, a resident of Innsmouth has a plan. Once all of the competitions—swimming, sailing, fishing, sandcastle building, and more—are out of the way, she wants to sneak off the island and into Innsmouth and locate her family records. There are elements of The Shadow Over Innsmouth here, but the Investigators are sneaking in as well as sneaking out, and whilst there are plenty of watchful eyes who will alert the authorities to their presence, the Investigators can find allies too—and make friends. ‘Innsmouth Independence Day’ culminates in some quite nasty confrontations with some family secrets and truths, and whilst the protagonists are children, the scenario does not shy away from the sometimes brutal and inhuman way of life in Innsmouth.
Almost the last fifth of The Eldritch New England Holiday Collection is dedicated to Investigators sheets for the six children at the heart of the campaign. This is fifty pages long, which is somewhat unnecessarily over the top given the size of the cast. However, The Eldritch New England Holiday Collection does not just give Investigator sheets for the six children for the four scenarios in the campaign, but for later in their lives as well. The first set take the sextet into their early twenties, whilst the second presents them as Investigators for use with Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos. Hopefully, their inclusion will see the Investigators who have come of age and aware of the Mythos during the events of The Eldritch New England Holiday Collection return again to conduct further investigations.
In terms of staging the four scenarios in The Eldritch New England Holiday Collection, the Keeper will need to do some preparation. Primarily this will be to create the various adult members of the family in addition to those mentioned in the text. In terms of running the scenarios, the Keeper is encouraged to have his players spend Luck as needed on their Investigator’s tasks and actions, and in return be generous with restored Luck between adventures. In terms of staging the scenarios and the campaign there are, nevertheless, a number of issues with the campaign. First, The Eldritch New England Holiday Collection really only works with the full six players. Second, the scenarios are linear in places, though this is offset by the fact that there is a lot for the Investigators to do throughout, both in the linear sequences and in the sequences where they have greater freedom of action. Third, the campaign negates the parents and guardians of the Investigators. They are named, but they are never really developed and it would have been useful if the Keeper had been given some roleplaying notes about both how to roleplay them and how each of them feels about the Investigators.
Physically, The Eldritch New England Holiday Collection is very well presented. In contrast to most releases for Call of Cthulhu, there is a sense of warmth to the book and a vibrancy to its illustrations. Many of these are taken from period festival illustrations of the day, whilst the illustrations of the Investigators have a suitably slight cartoonish feel to them that enhances the childhood sensibilities of the campaign. Not all of the illustrations quite match the text, but that is a minor issue.
As a piece of writing for a roleplaying game, The Eldritch New England Holiday Collection is simply an entertaining read. There are moments of tragedy and joy and outright humour in the writing and it is easy to see that the author is actually enjoying himself in writing the four scenarios in the campaign. As a campaign, The Eldritch New England Holiday Collection is linear in places and it does demand all six players, but it captures the feel of being a child again and pulls the players into roleplaying children again with all of its fun and disappointment and excitement and frustration of dealing with adults—and it does this without being patronising or belittling any one of them. It also brings alive a sense of family, with its gossip and secrets and difficulties. All of which will be familiar to so many players and Keepers from their own childhoods. As individual scenarios, The Eldritch New England Holiday Collection adeptly contrasts the mundane with the Mythos, whilst giving time for the Investigators to be children and revealing step by step some of the darker secrets about the world around them.
Golden Goblin Press has a well-deserved reputation for publishing excellent anthologies and campaigns for Call of Cthulhu, Seventh Edition, but The Eldritch New England Holiday Collection is the exception. The Eldritch New England Holiday Collection is a superb piece of writing, which in capturing our childhoods and taking a new, fresh angle to Lovecraft Country, brings charm to Call of Cthulhu and Lovecraftian investigative roleplaying. The late, much missed Keith ‘Doc’ Herber would have been proud.
Friday, 1 January 2021
Reviews from R'lyeh Post-Christmas Dozen 2020
Since 2001, Reviews from R’lyeh have contributed to a series of Christmas lists at Ogrecave.com—and at RPGaction.com before that, suggesting not necessarily the best board and roleplaying games of the preceding year, but the titles from the last twelve months that you might like to receive and give. Continuing the break with tradition—in that the following is just the one list and in that for reasons beyond its control, OgreCave.com is not running its own lists—Reviews from R’lyeh would once again like present its own list. Further, as is also traditional, Reviews from R’lyeh has not devolved into the need to cast about ‘Baleful Blandishments’ to all concerned or otherwise based upon the arbitrary organisation of days. So as Reviews from R’lyeh presents its annual (Post-)Christmas Dozen, I can only hope that the following list includes one of your favourites, or even better still, includes a game that you did not have and someone was happy to hide in gaudy paper and place under that dead tree for you. If not, then this is a list of what would have been good under that tree and what you should purchase yourself to read and play in the months to come.
Sunday, 29 November 2020
A Sex Horrificam II
The anthology opens with ‘The Clockwork Oracle’, the first of three contributions by publisher Oscar Rios. This is set in Corinth in Greece—though it could easily be moved to another city—and has the Investigators hired by a trio of brothers and sisters whose father has become obsessed with mechanisms and clockwork devices, in particular, a mechanical jay known as The Clockwork Oracle, which he believes can tell the future. This obsession has grown to the point that he is spending much of his wealth upon them, has allowed a gifted tinker to move into his home, and when confronted by his children, threw them out of the house. Amongst other things, siblings want the tinker removed from the house, their father separated from The Clockwork Oracle, both him and the household slaves kept safe, their family’s financial records secured, and more. Of these other objectives, each of the siblings has his or own objective and the scenario divides them between the Investigators, so adding a slight divisive element when it comes to the scenario’s set piece. Oddly, the biggest challenge in the scenario for the Keeper is portraying the squabbling siblings as they talk across each other, but otherwise this a short and straightforward scenario that provides an opportunity for the Investigators to conduct some classic detective work before the scenario’s grand set piece—the raid on the house. Here the scenario is almost Dungeons & Dragons-like, with much more of an emphasis on stealth and combat in comparison to scenarios for Call of Cthulhu, but this should make for a fun change of pace. The scenario also has numerous different aspects to its outcome which will need to be worked through, depending upon how successful the Investigators have been. Overall, ‘The Clockwork Oracle’ has a two-fisted muscularity to it, but still packs in plenty of story.
Jeffrey Moeller’s ‘Goddess of the White Apes’ is a sequel to his ‘The Vetting of Marius Asina’ from De Horrore Cosmico. ‘The Vetting of Marius Asina’ is an interpretation of ‘Facts Concerning the Late Arthur Jermyn and his Family’ in which the Investigators look into the background of Marius Asina to determine if he is suitable for elevation beyond his current rank of senator. Of course, he was not, since neither Marius Asina nor his family turned out to human, let alone barely Roman citizens! ‘Goddess of the White Apes’ leans into the pulpiness of the ‘Swords & Sandals’ genre, but combines it with weird miscegenation and horror, as the Investigators are directed to rescue from the nephew of the emperor from a city to the far south beyond the furthest reaches of the empire. There they find a city which is rapidly coming to ape Rome itself as the leader of the White Apes attempts to make both their home and their society more ‘civilised’! Here the Investigators—after the travails of their long journey south (though a means of cutting the journey time is explored)—must deal with a leader more capricious than a Roman Emperor and effect an escape. The set-up of ‘Goddess of the White Apes’ allows it to be run as a standalone scenario, but it works better as a sequel to ‘The Vetting of Marius Asina’.
Whether as crew or passengers, the Investigators find themselves in peril at sea in Charles Gerard’s ‘Following Seas’. As they sail aboard the Minerva from Antioch in Syria Palestina to Ostia, the port which serves Rome, the ship’s captain veers between depression and irrationality, his mood and actions upsetting the crew as strange energies are seen to swirl about the ship’s rigging. Both investigation and action will take place aboard the Minerva in what is classic, ‘ship in a bottle’ scenario, one that quickly pushes its narrative to an action-packed dénouement. Along the way, there is room for unsettling flashbacks, either ones which have happened in earlier encounters with the Mythos or ones which each player can create for their Investigator on the spot. ‘Following Seas’ is a decent scenario, one which is easily run as the Investigators are travelling between locations—perhaps in a campaign, perhaps between other scenarios, and which can easily be transferred to times and locations which involve sailing ships and sea voyages.
Oscar Rios’ second scenario is ‘Manumission’, in which Rome’s practice of slavery is put to a vile purpose. A vigilis—the equivalent of the police in the Roman Empire, comes to the Investigators for their help. In fact, he comes to them for their help because they owe him a favour or two, so ‘Manumission’ works best later in a campaign when the Investigators who have had a run in with the authorities. The vigilis wants them to help a friend of his whose nephew has been sold into slavery by his drunkard father. Quick investigation reveals that the boy has already been sold and the buyer is not prepared to sell him back. In order to rescue the boy, the Investigators will have to follow the seller and perhaps steal him back. However, in the process, they will discover why the boy was sold and that adds a degree of urgency to the rescue attempt. This is a solid piece of nastiness, nicely set up and waiting for the Investigator to do the right thing.
‘The Dragon of Cambria’ by William Adcock takes the Investigators to the west of Britannia and into Wales where a rich lead mine has unleashed a dragon! This is a classic monster hunt in Dungeons & Dragons-style, but one scaled to Call of Cthulhu, Seventh Edition, which means that the Investigators are likely to be snapped up in a straight fight between themselves and the creature. They will have to use their guile and planning to defeat the creature, though their efforts are likely to be hindered by rival hunters and locals interpreting the appearance of the dragon as heralding a rebellion against the Roman authorities.
Lastly, Oscar Rios’ third scenario takes the Investigators to the province of Germania Superior and beyond! In ‘The Blood Sword of Emeric’, a German tribal leader has risen in rebellion and is attacking locals and Romans alike, but is said to have a blood red sword capable of killing at a single cut and slicing through chainmail. Whether as agents employed by a merchant to recover a missing shipment, the head of a local fort beset by refugees wanting someone to bring him the head of Emeric, or even as agents of an occult society interested in rumours of the sword, the Investigators will need to get what information they can from the refugees, find a guide, and strike out beyond the frontier. The scenario is again quite straightforward and quite action orientated, but it does a nice bait and switch on the Investigators—not once, but twice!
Physically, Fronti Nulla Fides is well presented and edited. Each scenario begins with a full list of its NPCs and each scenario’s maps are generally good, and the illustrations, although having a slightly cartoonish feel to them, are excellent throughout.
Each of the six scenarios in Fronti Nulla Fides should take no longer than a session or two to play, each is different, and even despite their being quite short, time is taken to explore the possible outcomes and ramifications of each. Their length also makes them easy to fit into an ongoing campaign, either between longer, more involved scenarios or chapters of an actual campaign. They also provide a decent amount of physical and interpersonal investigation, showcasing just how rare it is that Lovecraftian investigating roleplaying at the height of the Roman Empire rarely involves visits to libraries or poring over Mythos tomes. Overall, Fronti Nulla Fides not only lives up to its title, but also provides the Keeper of a Cthulhu Invictus campaign with a set of six short, but enjoyably action-orientated and punchy scenarios.
Sunday, 17 May 2020
The Horror of Humanity
From the start it should be made clear that being an anthology of scenarios for a roleplaying game, the Reader Advisory on An Inner Darkness is all the more pertinent and all the more potent. This is entirely because of the nature of roleplaying itself. Neither the Keeper nor her players will be sat comfortably watching, reading, or listening to the content subject to the Reader Advisory. Instead, as players they will be roleplaying characters interacting with horrible situations and persons with points of view and opinion which though regarded as reprehensible today, would have been seen as the norm in the period in which the six scenarios in An Inner Darkness are set. Further, the Keeper has the unpleasant task of describing these situations and roleplaying the men and women who hold to such outlooks and opinions. Here is perhaps the one major issue with An Inner Darkness, that there is little in the way of advice for the Keeper in portraying these NPCs.
To get the very fullest of these scenarios the Keeper may want to have access to several other supplements. These include H.P. Lovecraft’s Dreamlands, Secrets of New York, H.P. Lovecraft’s Arkham, and Secrets of Los Angeles. Note that none of these supplements are necessary to run the scenarios in An Inner Darkness, but they may be useful.
An Inner Darkness opens with ‘Dreams of Silk’ by Christopher Smith Adair. This takes place in Brights Mill, Pennsylvania in 1922 and explores the darker side of child labour during the period, including unsafe conditions, dangerous materials, and a lack of concern for worker safety. Children of poor and working-class families were often expected to work as it brought much needed income for their families and there were fewer regulations and protections governing their working conditions. The investigators are asked by a representative of the Women’s Trade Union League to help investigate Hempstead Chemicals, a local manufacturer of cosmetics. Several of the child employees have fallen sick or even died after terrible accidents. Ultimately, the factory becomes the focus of the investigators’ attention, a nicely creepy environment, listless during the day, weird at night. The scenario also dovetails into The Dreamlands, though only in minor way. Here the Mythos is used to exacerbate the situation, though Humans are ultimately responsible for the situation. Pleasingly, the scenario also directly addresses the problems which occur should the investigators decide to burn the factory down, as well as possible consequences.
Brian M. Sammons’ ‘When This Lousy War is Over’ is about the conditions and experience of veterans, in particular, severely injured veterans—mentally and physically, returning from the Great War. Without easily available medical and psychiatric treatment or veterans’ services, the veterans have to rely on each other. Despite this, some are unable to cope back in ordinary society, and this lies at the heart of the scenario. Set in Arkham, Massachusetts, it begins with the investigators learning that a friend of theirs, a veteran of the Great War, has been found murdered. It quickly becomes apparent that the victim had no enemies and beyond his membership of the local outpost of the Veterans of Foreign Wars association, was an ordinary member of society. So who killed him? This feels very much like a traditional investigative scenario, but it examines the tensions between the members of Veterans of Foreign Wars and local society, how they are tolerated, but only up to a point. Of all the scenarios in the anthology, this is perhaps the most muscular in tone and likely to end in a stand-up fight.
The third scenario, Jeffrey Moeller’s ‘A Fresh Coat of White Paint’ is the first one where the Reader Advisory for An Inner Darkness is really applicable and the first one to really make the Keeper and her players uncomfortable. It is set outside Los Angeles in 1931 and is the first of two scenarios in the anthology to deal with nativism—the promotion and protection of the interests of native-born or established inhabitants against those of immigrants. During the nineteen twenties and thirties the target of nativism in California were Mexican immigrants, which was only exacerbated by the onset of the Great Depression. ‘A Fresh Coat of White Paint’ takes place in an actual location, the Elysian Park tramp stockade where ethnic Mexicans—whether immigrants or actual American citizens—are forcibly held until they agree to be extradited. The conditions are appalling as more and more Mexicans are rounded up and incarcerated, the guards openly racist, and the charity providing aid and food to the stockade barely so. As journalists, social activists, police officers, and so on, the investigators get called into the stockade when a young girl goes missing from within its confines. Now of course the Mythos is involved in her disappearance, but the real horror of the scenario is in dealing with the ghastly attitudes of the guards which has the implicit support of Los Angeles society. Investigating the disappearance will challenging enough, but stomaching the attitudes of the guards and the conditions the Mexicans are kept in is likely to be more challenging, worse because they may have to stomach it in order to get into the stockade. What is interesting about how the author of the scenario—an immigration lawyer—draws parallels between ‘A Fresh Coat of White Paint’ and the contemporary situation with immigration and migrants.
‘A Family Way’ switches to New York and confronts an issue at the heart of the Mythos, which has been alluded to over and over in Call of Cthulhu and Lovecraftian fiction—specifically the sexual assault on men and women by Deep Ones. When a young lady of the investigators’ acquaintance attempts to seduce one of them, it is quickly revealed that she is pregnant. Not only that, but pregnant through rape. The horror of this situation is compounded by the then attitudes towards women with unwanted pregnancies, rape, and the solutions to the problem. This includes abortion. Which will lead to some interesting—probably demanding—roleplaying as the players navigate their investigators through the situation and the Keeper portrays the victim. It almost seems superfluous that the scenario compounds the situation with the return of the Deep Ones responsible and whilst this leads to a memorable confrontation in New York harbour, hopefully in the long term the Keeper and players alike will remember ‘A Family Way’ for the nature of its origins and the roleplaying required.
Helen Gould’s ‘Fire Without Light’ confronts rampant racism and mob violence in the aftermath of the Tulsa Race Riots of 1921 in Oklahoma. It is a year later and tensions between the black and white communities in the town are still high—and set to get even higher as the scenario progresses. Whether as survivors of the riots, journalists or activists come to the town a year later, preachers come to provide succour, the investigators will find themselves faced with three challenges. The first is defusing the rising tensions to prevent any further outbreaks of violence, whilst the second is trying to find out what is causing tensions to escalate once again. The third though, is probably the most difficult, and again is having to deal with both the racism of the period and the then society’s acceptance of it. The consequences of the investigators’ actions are nicely explored and there are potential links in the scenario’s set-up to Harlem Unbound.
The last scenario in the anthology takes the investigators to Maine and another period of intolerance and racism. ‘They Are From Away’ by Charles Gerard is set in the Pine Tree State in 1923 at a time when the Ku Klux Klan was highly active in the state’s politics. The targets of the Klan’s racism in this scenario are not African Americans, but rather French-Canadian immigrants who work the state’s lumber camps. The migrant workers are also vilified for their Roman Catholicism, which is decried as being unamerican. The investigators—professionals within the city’s Catholic community, church officials, activists rallying against the Klan’s activities, dissatisfied members of local law enforcement, and so on—are called to Bangor where a local church and the French-Canadian immigrants have both been subject to a rash of strange sanguinary occurrences. The investigation takes place against a backdrop of growing Klan activity, French-Canadian obstinance, and rumours of a curse, but help will come from a surprising source. For the most part, this is a straightforward enough investigative scenario, though one which literally has a bloody ending.
Rounding out An Inner Darkness is a trio of Investigator Organisations, a feature of Call of Cthulhu, Seventh Edition which helps explain and support the Investigators’ motivations for looking into the Mythos again and again. They start off strongly with ‘The Caldwell Book Mobile Service’ by Oscar Rios, a mobile library service which not only provides communities without a library access to books to borrow, but also fights the Mythos! The other two are both by Jeff Moeller and are not as strong. ‘A Bunch of Troublemakers’ describes a suffragette who infiltrates activist groups and spurs them into investigating the Mythos, whilst ‘Friends from Boston’ broadly details a protest group which funds efforts to expose governmental abuse, highlight injustice, and support reform. In comparison to ‘The Caldwell Book Mobile Service’ neither feel immediately compelling.
Physically, An Inner Darkness is a step up in quality from previous books from Golden Goblin Press. Colour is used throughout, and whilst the book is liberally illustrated, the use of colour mars some of the artwork, making it look cartoonish and detracting from its intended impact. Photographs are used occasionally too, and these are sharp and well presented. The writing though, does feel rushed in places, and perhaps could have done with a closer edit.
An Inner Darkness presents a sextet of well researched, heavily historical scenarios which confront the reader, the player, the Keeper, and the investigator with the injustices, the awful attitudes, and accepted practices of the period. This makes them difficult to run—as does the specific time periods for many of the scenarios—and to play. As they should. Playing these scenarios should make player and Keeper alike uncomfortable, for they highlight how horror can be found in mankind’s darkest nature—and that is even before the Mythos exploits that nature. An Inner Darkness: Fighting for Justice Against Eldritch Horrors and Our Own Inhumanity deserves its ‘Mature Content’ advisory not just because of the subject matter, but also because despite its distasteful nature, it is handled in a mature fashion.